ludic.zones: a disc per player from their fog, merged into clusters; the simulating packages ask whether a place is simulated
zones_set / zones_clear / zones_merge, zones_contains / zones_nearest and the clusters' bounding circles, over fixed arrays of ZONES_MAX (16). WildlifeWorld.active freezes an animal outside (no state change, no dice), NpcWorld.active a walker (and no birth outside), VehicleWorld.active a moored boat, and ThingsWorld.restocks keeps a morning's restock inside; every default is "everywhere", so an unbound game is unchanged. Tests: the merge (near players one cluster, far two, a player leaving splits a chain), contains, nearest, the radius; wildlife, npc, vehicles and things pass as before. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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18 changed files with 257 additions and 4 deletions
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@ -1,5 +1,5 @@
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# run.ludic - one step of every animal: the port says whether it is about at this hour; anything
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# within 900 m of a player thinks; the gait follows the ground covered; player 0 sees what is near
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# run.ludic - one step of every animal inside a zone (WildlifeWorld.active): the port says whether it
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# is about at this hour; within 900 m of a player it thinks; player 0 sees what is near
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export function wildlife_tick(wildlife_st: mut WildlifeState, dt: float, gh: float) -> void {
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wl_seed_scan(wildlife_st, dt)
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let all = wildlife_all(wildlife_st)
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@ -9,6 +9,7 @@ export function wildlife_tick(wildlife_st: mut WildlifeState, dt: float, gh: flo
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function wl_tick_one(wildlife_st: mut WildlifeState, a: WildAnimal, dt: float, gh: float) -> void {
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if not a.alive { return }
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if not WildlifeWorld.active(a.x, a.z) { return } # outside every zone: its state kept, no dice drawn
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let about = WildlifeWorld.about(a)
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if about == WILD_AWAY {
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a.shown = false
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